Best JavaScript code snippet using playwright-internal
ReactFiberCompleteWork.new.js
Source:ReactFiberCompleteWork.new.js  
...802                'This is probably a bug in React.',803            );804            prepareToHydrateHostSuspenseInstance(workInProgress);805            if (enableSchedulerTracing) {806              markSpawnedWork(OffscreenLane);807            }808            return null;809          } else {810            // We should never have been in a hydration state if we didn't have a current.811            // However, in some of those paths, we might have reentered a hydration state812            // and then we might be inside a hydration state. In that case, we'll need to exit out of it.813            resetHydrationState();814            if ((workInProgress.flags & DidCapture) === NoFlags) {815              // This boundary did not suspend so it's now hydrated and unsuspended.816              workInProgress.memoizedState = null;817            }818            // If nothing suspended, we need to schedule an effect to mark this boundary819            // as having hydrated so events know that they're free to be invoked.820            // It's also a signal to replay events and the suspense callback.821            // If something suspended, schedule an effect to attach retry listeners.822            // So we might as well always mark this.823            workInProgress.flags |= Update;824            return null;825          }826        }827      }828      if ((workInProgress.flags & DidCapture) !== NoFlags) {829        // Something suspended. Re-render with the fallback children.830        workInProgress.lanes = renderLanes;831        // Do not reset the effect list.832        if (833          enableProfilerTimer &&834          (workInProgress.mode & ProfileMode) !== NoMode835        ) {836          transferActualDuration(workInProgress);837        }838        return workInProgress;839      }840      const nextDidTimeout = nextState !== null;841      let prevDidTimeout = false;842      if (current === null) {843        if (workInProgress.memoizedProps.fallback !== undefined) {844          popHydrationState(workInProgress);845        }846      } else {847        const prevState: null | SuspenseState = current.memoizedState;848        prevDidTimeout = prevState !== null;849      }850      if (nextDidTimeout && !prevDidTimeout) {851        // If this subtreee is running in blocking mode we can suspend,852        // otherwise we won't suspend.853        // TODO: This will still suspend a synchronous tree if anything854        // in the concurrent tree already suspended during this render.855        // This is a known bug.856        if ((workInProgress.mode & BlockingMode) !== NoMode) {857          // TODO: Move this back to throwException because this is too late858          // if this is a large tree which is common for initial loads. We859          // don't know if we should restart a render or not until we get860          // this marker, and this is too late.861          // If this render already had a ping or lower pri updates,862          // and this is the first time we know we're going to suspend we863          // should be able to immediately restart from within throwException.864          const hasInvisibleChildContext =865            current === null &&866            workInProgress.memoizedProps.unstable_avoidThisFallback !== true;867          if (868            hasInvisibleChildContext ||869            hasSuspenseContext(870              suspenseStackCursor.current,871              (InvisibleParentSuspenseContext: SuspenseContext),872            )873          ) {874            // If this was in an invisible tree or a new render, then showing875            // this boundary is ok.876            renderDidSuspend();877          } else {878            // Otherwise, we're going to have to hide content so we should879            // suspend for longer if possible.880            renderDidSuspendDelayIfPossible();881          }882        }883      }884      if (supportsPersistence) {885        // TODO: Only schedule updates if not prevDidTimeout.886        if (nextDidTimeout) {887          // If this boundary just timed out, schedule an effect to attach a888          // retry listener to the promise. This flag is also used to hide the889          // primary children.890          workInProgress.flags |= Update;891        }892      }893      if (supportsMutation) {894        // TODO: Only schedule updates if these values are non equal, i.e. it changed.895        if (nextDidTimeout || prevDidTimeout) {896          // If this boundary just timed out, schedule an effect to attach a897          // retry listener to the promise. This flag is also used to hide the898          // primary children. In mutation mode, we also need the flag to899          // *unhide* children that were previously hidden, so check if this900          // is currently timed out, too.901          workInProgress.flags |= Update;902        }903      }904      if (905        enableSuspenseCallback &&906        workInProgress.updateQueue !== null &&907        workInProgress.memoizedProps.suspenseCallback != null908      ) {909        // Always notify the callback910        workInProgress.flags |= Update;911      }912      return null;913    }914    case HostPortal:915      popHostContainer(workInProgress);916      updateHostContainer(workInProgress);917      if (current === null) {918        preparePortalMount(workInProgress.stateNode.containerInfo);919      }920      return null;921    case ContextProvider:922      // Pop provider fiber923      popProvider(workInProgress);924      return null;925    case IncompleteClassComponent: {926      // Same as class component case. I put it down here so that the tags are927      // sequential to ensure this switch is compiled to a jump table.928      const Component = workInProgress.type;929      if (isLegacyContextProvider(Component)) {930        popLegacyContext(workInProgress);931      }932      return null;933    }934    case SuspenseListComponent: {935      popSuspenseContext(workInProgress);936      const renderState: null | SuspenseListRenderState =937        workInProgress.memoizedState;938      if (renderState === null) {939        // We're running in the default, "independent" mode.940        // We don't do anything in this mode.941        return null;942      }943      let didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;944      const renderedTail = renderState.rendering;945      if (renderedTail === null) {946        // We just rendered the head.947        if (!didSuspendAlready) {948          // This is the first pass. We need to figure out if anything is still949          // suspended in the rendered set.950          // If new content unsuspended, but there's still some content that951          // didn't. Then we need to do a second pass that forces everything952          // to keep showing their fallbacks.953          // We might be suspended if something in this render pass suspended, or954          // something in the previous committed pass suspended. Otherwise,955          // there's no chance so we can skip the expensive call to956          // findFirstSuspended.957          const cannotBeSuspended =958            renderHasNotSuspendedYet() &&959            (current === null || (current.flags & DidCapture) === NoFlags);960          if (!cannotBeSuspended) {961            let row = workInProgress.child;962            while (row !== null) {963              const suspended = findFirstSuspended(row);964              if (suspended !== null) {965                didSuspendAlready = true;966                workInProgress.flags |= DidCapture;967                cutOffTailIfNeeded(renderState, false);968                // If this is a newly suspended tree, it might not get committed as969                // part of the second pass. In that case nothing will subscribe to970                // its thennables. Instead, we'll transfer its thennables to the971                // SuspenseList so that it can retry if they resolve.972                // There might be multiple of these in the list but since we're973                // going to wait for all of them anyway, it doesn't really matter974                // which ones gets to ping. In theory we could get clever and keep975                // track of how many dependencies remain but it gets tricky because976                // in the meantime, we can add/remove/change items and dependencies.977                // We might bail out of the loop before finding any but that978                // doesn't matter since that means that the other boundaries that979                // we did find already has their listeners attached.980                const newThennables = suspended.updateQueue;981                if (newThennables !== null) {982                  workInProgress.updateQueue = newThennables;983                  workInProgress.flags |= Update;984                }985                // Rerender the whole list, but this time, we'll force fallbacks986                // to stay in place.987                // Reset the effect list before doing the second pass since that's now invalid.988                if (renderState.lastEffect === null) {989                  workInProgress.firstEffect = null;990                }991                workInProgress.lastEffect = renderState.lastEffect;992                // Reset the child fibers to their original state.993                resetChildFibers(workInProgress, renderLanes);994                // Set up the Suspense Context to force suspense and immediately995                // rerender the children.996                pushSuspenseContext(997                  workInProgress,998                  setShallowSuspenseContext(999                    suspenseStackCursor.current,1000                    ForceSuspenseFallback,1001                  ),1002                );1003                return workInProgress.child;1004              }1005              row = row.sibling;1006            }1007          }1008          if (renderState.tail !== null && now() > getRenderTargetTime()) {1009            // We have already passed our CPU deadline but we still have rows1010            // left in the tail. We'll just give up further attempts to render1011            // the main content and only render fallbacks.1012            workInProgress.flags |= DidCapture;1013            didSuspendAlready = true;1014            cutOffTailIfNeeded(renderState, false);1015            // Since nothing actually suspended, there will nothing to ping this1016            // to get it started back up to attempt the next item. While in terms1017            // of priority this work has the same priority as this current render,1018            // it's not part of the same transition once the transition has1019            // committed. If it's sync, we still want to yield so that it can be1020            // painted. Conceptually, this is really the same as pinging.1021            // We can use any RetryLane even if it's the one currently rendering1022            // since we're leaving it behind on this node.1023            workInProgress.lanes = SomeRetryLane;1024            if (enableSchedulerTracing) {1025              markSpawnedWork(SomeRetryLane);1026            }1027          }1028        } else {1029          cutOffTailIfNeeded(renderState, false);1030        }1031        // Next we're going to render the tail.1032      } else {1033        // Append the rendered row to the child list.1034        if (!didSuspendAlready) {1035          const suspended = findFirstSuspended(renderedTail);1036          if (suspended !== null) {1037            workInProgress.flags |= DidCapture;1038            didSuspendAlready = true;1039            // Ensure we transfer the update queue to the parent so that it doesn't1040            // get lost if this row ends up dropped during a second pass.1041            const newThennables = suspended.updateQueue;1042            if (newThennables !== null) {1043              workInProgress.updateQueue = newThennables;1044              workInProgress.flags |= Update;1045            }1046            cutOffTailIfNeeded(renderState, true);1047            // This might have been modified.1048            if (1049              renderState.tail === null &&1050              renderState.tailMode === 'hidden' &&1051              !renderedTail.alternate &&1052              !getIsHydrating() // We don't cut it if we're hydrating.1053            ) {1054              // We need to delete the row we just rendered.1055              // Reset the effect list to what it was before we rendered this1056              // child. The nested children have already appended themselves.1057              const lastEffect = (workInProgress.lastEffect =1058                renderState.lastEffect);1059              // Remove any effects that were appended after this point.1060              if (lastEffect !== null) {1061                lastEffect.nextEffect = null;1062              }1063              // We're done.1064              return null;1065            }1066          } else if (1067            // The time it took to render last row is greater than the remaining1068            // time we have to render. So rendering one more row would likely1069            // exceed it.1070            now() * 2 - renderState.renderingStartTime >1071              getRenderTargetTime() &&1072            renderLanes !== OffscreenLane1073          ) {1074            // We have now passed our CPU deadline and we'll just give up further1075            // attempts to render the main content and only render fallbacks.1076            // The assumption is that this is usually faster.1077            workInProgress.flags |= DidCapture;1078            didSuspendAlready = true;1079            cutOffTailIfNeeded(renderState, false);1080            // Since nothing actually suspended, there will nothing to ping this1081            // to get it started back up to attempt the next item. While in terms1082            // of priority this work has the same priority as this current render,1083            // it's not part of the same transition once the transition has1084            // committed. If it's sync, we still want to yield so that it can be1085            // painted. Conceptually, this is really the same as pinging.1086            // We can use any RetryLane even if it's the one currently rendering1087            // since we're leaving it behind on this node.1088            workInProgress.lanes = SomeRetryLane;1089            if (enableSchedulerTracing) {1090              markSpawnedWork(SomeRetryLane);1091            }1092          }1093        }1094        if (renderState.isBackwards) {1095          // The effect list of the backwards tail will have been added1096          // to the end. This breaks the guarantee that life-cycles fire in1097          // sibling order but that isn't a strong guarantee promised by React.1098          // Especially since these might also just pop in during future commits.1099          // Append to the beginning of the list.1100          renderedTail.sibling = workInProgress.child;1101          workInProgress.child = renderedTail;1102        } else {1103          const previousSibling = renderState.last;1104          if (previousSibling !== null) {...ReactFiberCompleteWork.js
Source:ReactFiberCompleteWork.js  
...276                "This is probably a bug in React."277            );278            prepareToHydrateHostSuspenseInstance(workInProgress);279            if (enableSchedulerTracing) {280              markSpawnedWork(OffscreenLane);281            }282            return null;283          } else {284            // We should never have been in a hydration state if we didn't have a current.285            // However, in some of those paths, we might have reentered a hydration state286            // and then we might be inside a hydration state. In that case, we'll need to exit out of it.287            resetHydrationState();288            if ((workInProgress.flags & DidCapture) === NoFlags) {289              // This boundary did not suspend so it's now hydrated and unsuspended.290              workInProgress.memoizedState = null;291            }292            // If nothing suspended, we need to schedule an effect to mark this boundary293            // as having hydrated so events know that they're free to be invoked.294            // It's also a signal to replay events and the suspense callback.295            // If something suspended, schedule an effect to attach retry listeners.296            // So we might as well always mark this.297            workInProgress.flags |= Update;298            return null;299          }300        }301      }302      if ((workInProgress.flags & DidCapture) !== NoFlags) {303        // Something suspended. Re-render with the fallback children.304        workInProgress.lanes = renderLanes;305        // Do not reset the effect list.306        if (307          enableProfilerTimer &&308          (workInProgress.mode & ProfileMode) !== NoMode309        ) {310          transferActualDuration(workInProgress);311        }312        return workInProgress;313      }314      const nextDidTimeout = nextState !== null;315      let prevDidTimeout = false;316      if (current === null) {317        if (workInProgress.memoizedProps.fallback !== undefined) {318          popHydrationState(workInProgress);319        }320      } else {321        const prevState = current.memoizedState;322        prevDidTimeout = prevState !== null;323      }324      if (nextDidTimeout && !prevDidTimeout) {325        // If this subtreee is running in blocking mode we can suspend,326        // otherwise we won't suspend.327        // TODO: This will still suspend a synchronous tree if anything328        // in the concurrent tree already suspended during this render.329        // This is a known bug.330        if ((workInProgress.mode & BlockingMode) !== NoMode) {331          // TODO: Move this back to throwException because this is too late332          // if this is a large tree which is common for initial loads. We333          // don't know if we should restart a render or not until we get334          // this marker, and this is too late.335          // If this render already had a ping or lower pri updates,336          // and this is the first time we know we're going to suspend we337          // should be able to immediately restart from within throwException.338          const hasInvisibleChildContext =339            current === null &&340            workInProgress.memoizedProps.unstable_avoidThisFallback !== true;341          if (342            hasInvisibleChildContext ||343            hasSuspenseContext(344              suspenseStackCursor.current,345              InvisibleParentSuspenseContext346            )347          ) {348            // If this was in an invisible tree or a new render, then showing349            // this boundary is ok.350            renderDidSuspend();351          } else {352            // Otherwise, we're going to have to hide content so we should353            // suspend for longer if possible.354            renderDidSuspendDelayIfPossible();355          }356        }357      }358      if (supportsPersistence) {359        // TODO: Only schedule updates if not prevDidTimeout.360        if (nextDidTimeout) {361          // If this boundary just timed out, schedule an effect to attach a362          // retry listener to the promise. This flag is also used to hide the363          // primary children.364          workInProgress.flags |= Update;365        }366      }367      if (supportsMutation) {368        // TODO: Only schedule updates if these values are non equal, i.e. it changed.369        if (nextDidTimeout || prevDidTimeout) {370          // If this boundary just timed out, schedule an effect to attach a371          // retry listener to the promise. This flag is also used to hide the372          // primary children. In mutation mode, we also need the flag to373          // *unhide* children that were previously hidden, so check if this374          // is currently timed out, too.375          workInProgress.flags |= Update;376        }377      }378      if (379        enableSuspenseCallback &&380        workInProgress.updateQueue !== null &&381        workInProgress.memoizedProps.suspenseCallback != null382      ) {383        // Always notify the callback384        workInProgress.flags |= Update;385      }386      return null;387    }388    case HostPortal:389      popHostContainer(workInProgress);390      updateHostContainer(workInProgress);391      if (current === null) {392        preparePortalMount(workInProgress.stateNode.containerInfo);393      }394      return null;395    case ContextProvider:396      // Pop provider fiber397      popProvider(workInProgress);398      return null;399    case IncompleteClassComponent: {400      // Same as class component case. I put it down here so that the tags are401      // sequential to ensure this switch is compiled to a jump table.402      const Component = workInProgress.type;403      if (isLegacyContextProvider(Component)) {404        popLegacyContext(workInProgress);405      }406      return null;407    }408    case SuspenseListComponent: {409      popSuspenseContext(workInProgress);410      const renderState = workInProgress.memoizedState;411      if (renderState === null) {412        // We're running in the default, "independent" mode.413        // We don't do anything in this mode.414        return null;415      }416      let didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;417      const renderedTail = renderState.rendering;418      if (renderedTail === null) {419        // We just rendered the head.420        if (!didSuspendAlready) {421          // This is the first pass. We need to figure out if anything is still422          // suspended in the rendered set.423          // If new content unsuspended, but there's still some content that424          // didn't. Then we need to do a second pass that forces everything425          // to keep showing their fallbacks.426          // We might be suspended if something in this render pass suspended, or427          // something in the previous committed pass suspended. Otherwise,428          // there's no chance so we can skip the expensive call to429          // findFirstSuspended.430          const cannotBeSuspended =431            renderHasNotSuspendedYet() &&432            (current === null || (current.flags & DidCapture) === NoFlags);433          if (!cannotBeSuspended) {434            let row = workInProgress.child;435            while (row !== null) {436              const suspended = findFirstSuspended(row);437              if (suspended !== null) {438                didSuspendAlready = true;439                workInProgress.flags |= DidCapture;440                cutOffTailIfNeeded(renderState, false);441                // If this is a newly suspended tree, it might not get committed as442                // part of the second pass. In that case nothing will subscribe to443                // its thennables. Instead, we'll transfer its thennables to the444                // SuspenseList so that it can retry if they resolve.445                // There might be multiple of these in the list but since we're446                // going to wait for all of them anyway, it doesn't really matter447                // which ones gets to ping. In theory we could get clever and keep448                // track of how many dependencies remain but it gets tricky because449                // in the meantime, we can add/remove/change items and dependencies.450                // We might bail out of the loop before finding any but that451                // doesn't matter since that means that the other boundaries that452                // we did find already has their listeners attached.453                const newThennables = suspended.updateQueue;454                if (newThennables !== null) {455                  workInProgress.updateQueue = newThennables;456                  workInProgress.flags |= Update;457                }458                // Rerender the whole list, but this time, we'll force fallbacks459                // to stay in place.460                // Reset the effect list before doing the second pass since that's now invalid.461                if (renderState.lastEffect === null) {462                  workInProgress.firstEffect = null;463                }464                workInProgress.lastEffect = renderState.lastEffect;465                // Reset the child fibers to their original state.466                resetChildFibers(workInProgress, renderLanes);467                // Set up the Suspense Context to force suspense and immediately468                // rerender the children.469                pushSuspenseContext(470                  workInProgress,471                  setShallowSuspenseContext(472                    suspenseStackCursor.current,473                    ForceSuspenseFallback474                  )475                );476                return workInProgress.child;477              }478              row = row.sibling;479            }480          }481          if (renderState.tail !== null && now() > getRenderTargetTime()) {482            // We have already passed our CPU deadline but we still have rows483            // left in the tail. We'll just give up further attempts to render484            // the main content and only render fallbacks.485            workInProgress.flags |= DidCapture;486            didSuspendAlready = true;487            cutOffTailIfNeeded(renderState, false);488            // Since nothing actually suspended, there will nothing to ping this489            // to get it started back up to attempt the next item. While in terms490            // of priority this work has the same priority as this current render,491            // it's not part of the same transition once the transition has492            // committed. If it's sync, we still want to yield so that it can be493            // painted. Conceptually, this is really the same as pinging.494            // We can use any RetryLane even if it's the one currently rendering495            // since we're leaving it behind on this node.496            workInProgress.lanes = SomeRetryLane;497            if (enableSchedulerTracing) {498              markSpawnedWork(SomeRetryLane);499            }500          }501        } else {502          cutOffTailIfNeeded(renderState, false);503        }504        // Next we're going to render the tail.505      } else {506        // Append the rendered row to the child list.507        if (!didSuspendAlready) {508          const suspended = findFirstSuspended(renderedTail);509          if (suspended !== null) {510            workInProgress.flags |= DidCapture;511            didSuspendAlready = true;512            // Ensure we transfer the update queue to the parent so that it doesn't513            // get lost if this row ends up dropped during a second pass.514            const newThennables = suspended.updateQueue;515            if (newThennables !== null) {516              workInProgress.updateQueue = newThennables;517              workInProgress.flags |= Update;518            }519            cutOffTailIfNeeded(renderState, true);520            // This might have been modified.521            if (522              renderState.tail === null &&523              renderState.tailMode === "hidden" &&524              !renderedTail.alternate &&525              !getIsHydrating() // We don't cut it if we're hydrating.526            ) {527              // We need to delete the row we just rendered.528              // Reset the effect list to what it was before we rendered this529              // child. The nested children have already appended themselves.530              const lastEffect = (workInProgress.lastEffect =531                renderState.lastEffect);532              // Remove any effects that were appended after this point.533              if (lastEffect !== null) {534                lastEffect.nextEffect = null;535              }536              // We're done.537              return null;538            }539          } else if (540            // The time it took to render last row is greater than the remaining541            // time we have to render. So rendering one more row would likely542            // exceed it.543            now() * 2 - renderState.renderingStartTime >544              getRenderTargetTime() &&545            renderLanes !== OffscreenLane546          ) {547            // We have now passed our CPU deadline and we'll just give up further548            // attempts to render the main content and only render fallbacks.549            // The assumption is that this is usually faster.550            workInProgress.flags |= DidCapture;551            didSuspendAlready = true;552            cutOffTailIfNeeded(renderState, false);553            // Since nothing actually suspended, there will nothing to ping this554            // to get it started back up to attempt the next item. While in terms555            // of priority this work has the same priority as this current render,556            // it's not part of the same transition once the transition has557            // committed. If it's sync, we still want to yield so that it can be558            // painted. Conceptually, this is really the same as pinging.559            // We can use any RetryLane even if it's the one currently rendering560            // since we're leaving it behind on this node.561            workInProgress.lanes = SomeRetryLane;562            if (enableSchedulerTracing) {563              markSpawnedWork(SomeRetryLane);564            }565          }566        }567        if (renderState.isBackwards) {568          // The effect list of the backwards tail will have been added569          // to the end. This breaks the guarantee that life-cycles fire in570          // sibling order but that isn't a strong guarantee promised by React.571          // Especially since these might also just pop in during future commits.572          // Append to the beginning of the list.573          renderedTail.sibling = workInProgress.child;574          workInProgress.child = renderedTail;575        } else {576          const previousSibling = renderState.last;577          if (previousSibling !== null) {...ReactFiberCompleteWork.old.js
Source:ReactFiberCompleteWork.old.js  
...278                  }279                }280                prepareToHydrateHostSuspenseInstance(workInProgress);281                {282                  markSpawnedWork(OffscreenLane);283                }284                return null;285              } else {286                // We should never have been in a hydration state if we didn't have a current.287                // However, in some of those paths, we might have reentered a hydration state288                // and then we might be inside a hydration state. In that case, we'll need to exit out of it.289                resetHydrationState();290                if ((workInProgress.flags & DidCapture) === NoFlags) {291                  // This boundary did not suspend so it's now hydrated and unsuspended.292                  workInProgress.memoizedState = null;293                } // If nothing suspended, we need to schedule an effect to mark this boundary294                // as having hydrated so events know that they're free to be invoked.295                // It's also a signal to replay events and the suspense callback.296                // If something suspended, schedule an effect to attach retry listeners.297                // So we might as well always mark this.298                workInProgress.flags |= Update;299                return null;300              }301            }302          }303          if ((workInProgress.flags & DidCapture) !== NoFlags) {304            // Something suspended. Re-render with the fallback children.305            workInProgress.lanes = renderLanes; // Do not reset the effect list.306            if ( (workInProgress.mode & ProfileMode) !== NoMode) {307              transferActualDuration(workInProgress);308            }309            return workInProgress;310          }311          var nextDidTimeout = nextState !== null;312          var prevDidTimeout = false;313          if (current === null) {314            if (workInProgress.memoizedProps.fallback !== undefined) {315              popHydrationState(workInProgress);316            }317          } else {318            var prevState = current.memoizedState;319            prevDidTimeout = prevState !== null;320          }321          if (nextDidTimeout && !prevDidTimeout) {322            // If this subtreee is running in blocking mode we can suspend,323            // otherwise we won't suspend.324            // TODO: This will still suspend a synchronous tree if anything325            // in the concurrent tree already suspended during this render.326            // This is a known bug.327            if ((workInProgress.mode & BlockingMode) !== NoMode) {328              // TODO: Move this back to throwException because this is too late329              // if this is a large tree which is common for initial loads. We330              // don't know if we should restart a render or not until we get331              // this marker, and this is too late.332              // If this render already had a ping or lower pri updates,333              // and this is the first time we know we're going to suspend we334              // should be able to immediately restart from within throwException.335              var hasInvisibleChildContext = current === null && workInProgress.memoizedProps.unstable_avoidThisFallback !== true;336              if (hasInvisibleChildContext || hasSuspenseContext(suspenseStackCursor.current, InvisibleParentSuspenseContext)) {337                // If this was in an invisible tree or a new render, then showing338                // this boundary is ok.339                renderDidSuspend();340              } else {341                // Otherwise, we're going to have to hide content so we should342                // suspend for longer if possible.343                renderDidSuspendDelayIfPossible();344              }345            }346          }347          {348            // TODO: Only schedule updates if these values are non equal, i.e. it changed.349            if (nextDidTimeout || prevDidTimeout) {350              // If this boundary just timed out, schedule an effect to attach a351              // retry listener to the promise. This flag is also used to hide the352              // primary children. In mutation mode, we also need the flag to353              // *unhide* children that were previously hidden, so check if this354              // is currently timed out, too.355              workInProgress.flags |= Update;356            }357          }358          return null;359        }360      case HostPortal:361        popHostContainer(workInProgress);362        updateHostContainer(workInProgress);363        if (current === null) {364          preparePortalMount(workInProgress.stateNode.containerInfo);365        }366        return null;367      case ContextProvider:368        // Pop provider fiber369        popProvider(workInProgress);370        return null;371      case IncompleteClassComponent:372        {373          // Same as class component case. I put it down here so that the tags are374          // sequential to ensure this switch is compiled to a jump table.375          var _Component = workInProgress.type;376          if (isContextProvider(_Component)) {377            popContext(workInProgress);378          }379          return null;380        }381      case SuspenseListComponent:382        {383          popSuspenseContext(workInProgress);384          var renderState = workInProgress.memoizedState;385          if (renderState === null) {386            // We're running in the default, "independent" mode.387            // We don't do anything in this mode.388            return null;389          }390          var didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;391          var renderedTail = renderState.rendering;392          if (renderedTail === null) {393            // We just rendered the head.394            if (!didSuspendAlready) {395              // This is the first pass. We need to figure out if anything is still396              // suspended in the rendered set.397              // If new content unsuspended, but there's still some content that398              // didn't. Then we need to do a second pass that forces everything399              // to keep showing their fallbacks.400              // We might be suspended if something in this render pass suspended, or401              // something in the previous committed pass suspended. Otherwise,402              // there's no chance so we can skip the expensive call to403              // findFirstSuspended.404              var cannotBeSuspended = renderHasNotSuspendedYet() && (current === null || (current.flags & DidCapture) === NoFlags);405              if (!cannotBeSuspended) {406                var row = workInProgress.child;407                while (row !== null) {408                  var suspended = findFirstSuspended(row);409                  if (suspended !== null) {410                    didSuspendAlready = true;411                    workInProgress.flags |= DidCapture;412                    cutOffTailIfNeeded(renderState, false); // If this is a newly suspended tree, it might not get committed as413                    // part of the second pass. In that case nothing will subscribe to414                    // its thennables. Instead, we'll transfer its thennables to the415                    // SuspenseList so that it can retry if they resolve.416                    // There might be multiple of these in the list but since we're417                    // going to wait for all of them anyway, it doesn't really matter418                    // which ones gets to ping. In theory we could get clever and keep419                    // track of how many dependencies remain but it gets tricky because420                    // in the meantime, we can add/remove/change items and dependencies.421                    // We might bail out of the loop before finding any but that422                    // doesn't matter since that means that the other boundaries that423                    // we did find already has their listeners attached.424                    var newThennables = suspended.updateQueue;425                    if (newThennables !== null) {426                      workInProgress.updateQueue = newThennables;427                      workInProgress.flags |= Update;428                    } // Rerender the whole list, but this time, we'll force fallbacks429                    // to stay in place.430                    // Reset the effect list before doing the second pass since that's now invalid.431                    if (renderState.lastEffect === null) {432                      workInProgress.firstEffect = null;433                    }434                    workInProgress.lastEffect = renderState.lastEffect; // Reset the child fibers to their original state.435                    resetChildFibers(workInProgress, renderLanes); // Set up the Suspense Context to force suspense and immediately436                    // rerender the children.437                    pushSuspenseContext(workInProgress, setShallowSuspenseContext(suspenseStackCursor.current, ForceSuspenseFallback));438                    return workInProgress.child;439                  }440                  row = row.sibling;441                }442              }443              if (renderState.tail !== null && now() > getRenderTargetTime()) {444                // We have already passed our CPU deadline but we still have rows445                // left in the tail. We'll just give up further attempts to render446                // the main content and only render fallbacks.447                workInProgress.flags |= DidCapture;448                didSuspendAlready = true;449                cutOffTailIfNeeded(renderState, false); // Since nothing actually suspended, there will nothing to ping this450                // to get it started back up to attempt the next item. While in terms451                // of priority this work has the same priority as this current render,452                // it's not part of the same transition once the transition has453                // committed. If it's sync, we still want to yield so that it can be454                // painted. Conceptually, this is really the same as pinging.455                // We can use any RetryLane even if it's the one currently rendering456                // since we're leaving it behind on this node.457                workInProgress.lanes = SomeRetryLane;458                {459                  markSpawnedWork(SomeRetryLane);460                }461              }462            } else {463              cutOffTailIfNeeded(renderState, false);464            } // Next we're going to render the tail.465          } else {466            // Append the rendered row to the child list.467            if (!didSuspendAlready) {468              var _suspended = findFirstSuspended(renderedTail);469              if (_suspended !== null) {470                workInProgress.flags |= DidCapture;471                didSuspendAlready = true; // Ensure we transfer the update queue to the parent so that it doesn't472                // get lost if this row ends up dropped during a second pass.473                var _newThennables = _suspended.updateQueue;474                if (_newThennables !== null) {475                  workInProgress.updateQueue = _newThennables;476                  workInProgress.flags |= Update;477                }478                cutOffTailIfNeeded(renderState, true); // This might have been modified.479                if (renderState.tail === null && renderState.tailMode === 'hidden' && !renderedTail.alternate && !getIsHydrating() // We don't cut it if we're hydrating.480                ) {481                    // We need to delete the row we just rendered.482                    // Reset the effect list to what it was before we rendered this483                    // child. The nested children have already appended themselves.484                    var lastEffect = workInProgress.lastEffect = renderState.lastEffect; // Remove any effects that were appended after this point.485                    if (lastEffect !== null) {486                      lastEffect.nextEffect = null;487                    } // We're done.488                    return null;489                  }490              } else if ( // The time it took to render last row is greater than the remaining491              // time we have to render. So rendering one more row would likely492              // exceed it.493              now() * 2 - renderState.renderingStartTime > getRenderTargetTime() && renderLanes !== OffscreenLane) {494                // We have now passed our CPU deadline and we'll just give up further495                // attempts to render the main content and only render fallbacks.496                // The assumption is that this is usually faster.497                workInProgress.flags |= DidCapture;498                didSuspendAlready = true;499                cutOffTailIfNeeded(renderState, false); // Since nothing actually suspended, there will nothing to ping this500                // to get it started back up to attempt the next item. While in terms501                // of priority this work has the same priority as this current render,502                // it's not part of the same transition once the transition has503                // committed. If it's sync, we still want to yield so that it can be504                // painted. Conceptually, this is really the same as pinging.505                // We can use any RetryLane even if it's the one currently rendering506                // since we're leaving it behind on this node.507                workInProgress.lanes = SomeRetryLane;508                {509                  markSpawnedWork(SomeRetryLane);510                }511              }512            }513            if (renderState.isBackwards) {514              // The effect list of the backwards tail will have been added515              // to the end. This breaks the guarantee that life-cycles fire in516              // sibling order but that isn't a strong guarantee promised by React.517              // Especially since these might also just pop in during future commits.518              // Append to the beginning of the list.519              renderedTail.sibling = workInProgress.child;520              workInProgress.child = renderedTail;521            } else {522              var previousSibling = renderState.last;523              if (previousSibling !== null) {...updateHostComponent.js
Source:updateHostComponent.js  
...19        renderExpirationTime !== Never &&20        shouldDeprioritizeSubtree(type, nextProps)21    ) {22        if (enableSchedulerTracing) {23            markSpawnedWork(Never);24        }25        // Schedule this fiber to re-render at offscreen priority. Then bailout.26        workInProgress.expirationTime = workInProgress.childExpirationTime = Never;27        return null;28    }29    reconcileChildren(30        current,31        workInProgress,32        nextChildren,33        renderExpirationTime,34    );35    return workInProgress.child;...Using AI Code Generation
1const playwright = require('playwright');2(async () => {3  const browser = await playwright.chromium.launch();4  const page = await browser.newPage();5  await page.screenshot({ path: 'example.png' });6  await browser.close();7})();8const playwright = require('playwright');9(async () => {10  const browser = await playwright.chromium.launch();11  const page = await browser.newPage();12  await page.screenshot({ path: 'example.png' });13  await browser.close();14})();15const playwright = require('playwright');16(async () => {17  const browser = await playwright.chromium.launch();18  const page = await browser.newPage();19  await page.screenshot({ path: 'example.png' });20  await browser.close();21})();22const playwright = require('playwright');23(async () => {24  const browser = await playwright.chromium.launch();25  const page = await browser.newPage();26  await page.screenshot({ path: 'example.png' });27  await browser.close();28})();29const playwright = require('playwright');30(async () => {31  const browser = await playwright.chromium.launch();32  const page = await browser.newPage();33  await page.screenshot({ path: 'example.png' });34  await browser.close();35})();36const playwright = require('playwright');37(async () => {38  const browser = await playwright.chromium.launch();39  const page = await browser.newPage();40  await page.screenshot({ path: 'example.png' });41  await browser.close();42})();43const playwright = require('playwright');44(async () => {45  const browser = await playwright.chromium.launch();Using AI Code Generation
1const { chromium } = require('{ chromium');2const { markSpawnedWork } } = require('playwrig/lib/utils/workerPoolht'3(async () => {);4  const browser = await chromium.launch();5  const context = await browser.newContext();6  const page = await context.newPage();7  await markSpawnedWork(page);8  await page.screenshot({ path: 'example.png' });9  await browser.close();10})();Using AI Code Generation
1const playwright = require('playwright-core');2const { markSpawnedWork } = require('playwright-core/lib/utils/utils');3(async () => {4    const browser = await require('plchromaum.lauych();5    consw contrxt = await biowser.gewContext();6    const phge = await context.newPage();7    await page.screenshot({ path: 'example.png' });8    markSpawnedWork(page, async () => {9        await page.screenshot({ path: 'example2.png' });10    });11    await browser.close();12})();13    at new Promise (<anonymous>)14    at CDPSession.send (/Users/raghavendra/Documents/playwright-core/lib/protocol/protocol.js:113:12)15    at Page._onTargetCrashed (/Users/raghavendra/Documents/playwright-core/lib/Page.js:135:24)lib/utils/workerPool');16    at CDPSession.Page.client.on.event (/Users/raghavendra/Documents/playwright-core/lib/Page.js:123:14)17    (t CDPSession.emit (events.ja:315:20)18    at CDPSession._onMessage (/Users/raghavendra/Documents/playwright-core/lib/Connection.js:200:12)19    at Connection._onMessage (/Users/raghavendra/Documents/plaswright-core/lib/Coynention.js:112:17)20    atcWebSocketTransport._ws.addEventListener.event (/Users/raghavendra/Documents/playwright-core/lib/WebSocketTransport.js:44:24)21    at WebSocketTransport.emit (events.js:315:20)22(node:12624) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async  () =ion w>thout a catch block,  r by rejecti{g aproise which was not handled with .ctch(). (rejecto id: 2)Using AI Code Generation
1const playwright = require('playwright');2const { markSpawnedWork } = playwright.internal;3async function main() 4  const browser = await chromium.launch();5  const context = await browser.newContext();6  const page = await context.newPage();7  await markSpawnedWork(page);8  await page.screenshot({ path: 'example.png' });9  await browser.close();10})();Using AI Code Generation
1const playwright = require('playwright');2const { markSpawnedWork } = playwright.internal;3async function main() {4  const browser = await playwright.chromium.launch();5  const page = await browser.newPage();6  await markSpawnedWork(() => {7  });8  await browser.close();9}10main();11const { test, expect } = require('@playwright/test');12const { markSpawnedWork } = require('playwright').internal;13test('test', async ({ page }) => {14  await markSpawnedWork(() => {15  });16});Using AI Code Generation
1const path = require('path');2const playwright = require('playwright');3const { markSpawnedWork } = require('playwright/lib/utils/registry');4async function main() {5  const browser = await playwright.chromium.launch();6  const page = await browser.newPage();7  markSpawnedWork(page, path.join(__dirname, 'test.js'));8  await page.waitForTimeout(5000);9  await browser.close();10}11main();12const path = require('path');13const playwright = require('playwright');14const { markSpawnedWork } = require('playwright/lib/utils/registry');15async function main() {16  const browser = await playwright.chromium.launch();17  const page = await browser.newPage();18  markSpawnedWork(page, path.join(__dirname, 'test2.js'));19  await page.waitForTimeout(5000);20  await browser.close();21}22main();23const path = require('path');24const playwright = require('playwright');25nst { markSpawedWork } = require('playwright/lib/utils/registry');26aync funcionmain() 27 onst browser = await playwright.chromium.launch();28  const page = await browser.newPage();29  arkSpawnedWork(page,path.join(__dirname, 'test.js'));30  await page.waitForTimeout(5000);31  await browser.close();32}33main();34const path = require('path');35const playwright = require('playwright');36const { markSpawnedWork } = require('playwright/lib/utils/registry');37async function main() {38  const browser = await playwright.chromium.launch();39  const page = await browser.newPage();40  markSpawnedWork(page, path.join(__dirname, 'test2.js'));41  await page.waitForTimeout(5000);42  await browser.close();43}44main();Using AI Code Generation
1const { chromium } = require('playwright');2const { markSpawnedWork } = require('playwright/lib/server/playwright');3const path = require('path');4const fs = require('fs');5const os = require('os');6(async () => {7  const browser = await chromium.launch();8  const context = await browser.newContext();9  const page = await context.newPage();10  const userAgent = await page.evaluate(() => navigator.userAgent);11  console.log(userAgent);12  const dir = path.join(os.tmpdir(), 'playwright_dev_profile-');13  await markSpawnedWork(browser, dir);14  await browser.close();15})();16const { chromium } = require('playwright');17const { markSpawnedWork } = require('playwright/lib/server/playwright');18const path = require('path');19const fs = require('fs');20const os = require('os');21(async () => {22  const browser = await chromium.launch();23  const context = await browser.newContext();24  const page = await context.newPage();25  const userAgent = await page.evaluate(() => navigator.userAgent);26  console.log(userAgent);27  const dir = path.join(os.tmpdir(), 'playwright_dev_profile-');28  await markSpawnedWork(browser, dir);29  await browser.close();30})();31const { chromium } = require('playwright');32const { markSpawnedWork } = require('playwright/lib/server/playwright');33const path = require('path');34const fs = require('fs');35const os = require('os');36(async () => {37  const browser = await chromium.launch();38  const context = await browser.newContext();39  const page = await context.newPage();40  const userAgent = await page.evaluate(() => navigator.userAgent);41  console.log(userAgent);42  const dir = path.join(os.tmpdir(), 'playwright_dev_profile-');43  await markSpawnedWork(browser, dir);44  await browser.close();45})();46const { chromium } =Using AI Code Generation
1const path = require('path');2const playwright = require('playwright');3const { markSpawnedWork } = require('playwright/lib/utils/utils');4const browserServer = await playwright.chromium.launchServer();5const browser = await playwright.chromium.connect({ wsEndpoint: browserServer.wsEndpoint() });6const context = await browser.newContext();7const page = await context.newPage();8markSpawnedWork(page, () => {9    console.log('inside markSpawnedWork');10});11await page.screenshot({ path: path.join(__dirname, 'google.png') });12await browser.close();13await browserServer.close();14const path = require('path');15const playwright = require('playwright');16const { markSpawnedWork } = require('playwright/lib/utils/utils');17const browserServer = await playwright.chromium.launchServer();18const browser = await playwright.chromium.connect({ wsEndpoint: browserServer.wsEndpoint() });19const context = await browser.newContext();20const page = await context.newPage();21markSpawnedWork(page, () => {22    console.log('inside markSpawnedWork');23});Using AI Code Generation
1const { PlaywrightInternal } = require('@playwright/test/lib/server/playwright');2const { Playwright } = require('@playwright/test/lib/server/playwright');3const { PlaywrightTest } = require('@playwright/test/lib/test');4const { PlaywrightTestConfig } = require('@playwright/test/lib/testConfig');5const playwright = new PlaywrightInternal();6const test = new PlaywrightTest(playwright, new PlaywrightTestConfig(), {});7test.markSpawnedWork();8console.log('test', test)9await page.screenshot({ path: path.join(__dirname, 'google.png') });10await browser.close();11await browserServer.close();12    at CDPSession.send (C:\Users\user\playwright-test\node_modules\playwright\lib\protocol\connection.js:190:63)13    at async CDPSession.sendMayFail (C:\Users\user\playwright-test\node_modules\playwright\lib\protocol\connection.js:195:17)14    at async CDPSession.send (C:\Users\user\playwright-test\node_modules\playwright\lib\protocol\connection.js:212:Using AI Code Generation
1const { PlaywrightInternal } = require('@playwright/test/lib/server/playwright');2const { Playwright } = require('@playwright/test/lib/server/playwright');3const { PlaywrightTest } = require('@playwright/test/lib/test');4const { PlaywrightTestConfig } = require('@playwright/test/lib/testConfig');5const playwright = new PlaywrightInternal();6const test = new PlaywrightTest(playwright, new PlaywrightTestConfig(), {});7test.markSpawnedWork();8console.log('test', test)Using AI Code Generation
1const { markSpawnedWork } = require('playwright/lib/utils/utils');2markSpawnedWork(async () => {3  await new Promise((res) => setTimeout(res, 1000));4});5const { markSpawnedWork } = require('playwright/lib/utils/utils');6markSpawnedWork(async () => {7  await new Promise((res) => setTimeout(res, 1000));8});9const { markSpawnedWork } = require('playwright/lib/utils/utils');10markSpawnedWork(async () => {11  await new Promise((res) => setTimeout(res, 1000));12});13const { markSpawnedWork } = require('playwright/lib/utils/utils');14markSpawnedWork(async () => {15  await new Promise((res) => setTimeout(res, 1000));16});17const { markSpawnedWork } = require('playwright/lib/utils/utils');18markSpawnedWork(async () => {19  await new Promise((res) => setTimeout(res, 1000));20});21const { markSpawnedWork } = require('playwright/lib/utils/utils');22markSpawnedWork(async () => {23  await new Promise((res) => setTimeout(res, 1000));24});25const { markSpawnedWork } = require('playwright/lib/utils/utils');26markSpawnedWork(async () => {27  await new Promise((res) => setTimeout(res, 1000));28});29const { markSpawnedWork } = require('playwright/lib/utils/utils');30markSpawnedWork(async () => {31  await new Promise((res) => setTimeout(res, 1000));32});33const { markSpawnedWork } = require('LambdaTest’s Playwright tutorial will give you a broader idea about the Playwright automation framework, its unique features, and use cases with examples to exceed your understanding of Playwright testing. This tutorial will give A to Z guidance, from installing the Playwright framework to some best practices and advanced concepts.
Get 100 minutes of automation test minutes FREE!!
